#+SETUPFILE: ../../../template/level-2.org
#+TITLE: Session 17 - Welcome to Underett
#+DATE: <2020-03-09 Mon 19:00>
#+AUTHOR: vaeringjar
#+EMAIL: vaeringjar@land
#+DESCRIPTION: Pike Place Market
#+KEYWORDS: sins iina ttrpg


* Meta

I think this was our last inperson game of 2020. The remaining
happened over video calls.


* Log 2020-03-09 Underett

- Search the bodies.
- DC 20 for a winning crypto lottery ticket.
- DC 15 comlink
- DC 10 hidden garage pistol 2 shots, 2d12.
- DC 5 for another frag grenade.
- WELCOME TO LEVEL 5!
- Sent 100 credits to George McFly.
- 1 hospital
- 2 fea market
- 3 food market
- 4 Buffalo Pub
- 5 Buffalo Sapper
- 6 chamber of commerce
- 300 for the mining charges
- Only seems to affect magic users.
- Garra asks for a case of beer from the food market.
- Ardric sets off the fire alarm at the hospital.
- Fill in timeline for the Mars & Milkyway Corp.
- Garra gave the PCs a copy of one of her keys on a comlink.
- Emails AS to ask if can help get out.
- 1:30 back at 5pm
- Garra will give Charles something later.
- Ardric walks in "Oy, where's Garra!?"


* Recap

Underett, City under the Seattle Sprawl.

The group explored the city of Underett after Little Prince destroyed
the lift back up to the surface at the Space Hams' safe house. Drag
Tuck reported they found Wiglaf fishing down the creek he'd fallen
into and Mary Mazer was still repairing the gunship.

Underett was an old cold war bunker that the US sold off to megacorps
who cashed in on fear of Apophis in the 2020s. Over time, the
colonists formed their own government. But in the 2050s, Daifin
decided they wanted to cash in again. Little Prince sold out the Space
Hams, among other things, and became a blackmarket trader and contact
for Daifin into the city.

When the PCs arrived at the city, the entire place has locked down
from topside and the other underground colonies. Ardric contacted
Agent Smithereens who only said they were stuck for now and to stand
by. All exits now have paramilitary guards stationed.

After speaking to some locals and exploring some of the local shops,
the PCs made a new contact Garra the junk dealer who sent the group on
a few errands to pick up beer. They found out that magic users were
coming down with some illness that was leaving them with severe
hallucinations and vertigo, dubbed Always AR Syndrome, or "AARS".
Non-magic seem nearly unaffected.

Rumour had it that Little Prince might have contracted AARS. Garra
said she would help the PCs get out of Underett, but only after they
defeated a group of Thugless Inc who had setup shop in the local pub.
>=)


* Level 5

** Ardric

NOTE: You now get to attack twice per action.

| Archetype      | Level | Prof Bonus | ArchetypeFeatures                     |
|----------------+-------+------------+---------------------------------------|
| Technomancer   |     1 |         +2 | Unarmored Defense, Martial Arts       |
| Technomancer   |     2 |         +2 | Cache(1), Unarmored Movement          |
| Technomancer   |     3 |         +2 | TechnoPath(1), CyberWhat(1)           |
| Technomancer   |     4 |         +2 | AbilityScoreImprovement(1)            |
| Technomancer   |     5 |         +3 | FastExit                              |

*** Cache(1)
While online, can cast any spell, cantrip, ki, etc up to the levels of
Technomancer, per slot. But when offline can cast any of the last x
used spells, per slot. (x is 1 for Cache(1))

*** CyberWhat(1)
Near field distruption within 2. Attackers with cyberware have
disadvantage as long as the player can move.

*** FastExit
Safely, but not necessarily securely, exit the Web as a reaction.

*** Quantum Sense
Quantum Mechanic PathFeatures

Caster gains automatic success for Insight or Perception checks
within 1. Twice per short rest.


** Charles

NOTE: You now get to attack twice per action.

| Archetype      | Level | Prof Bonus | ArchetypeFeatures                     |
|----------------+-------+------------+---------------------------------------|
| Street Samurai |     1 |         +2 | Fighting Style, Second Wind           |
| Street Samurai |     2 |         +2 | Action Surge(1)                       |
| Street Samurai |     3 |         +2 | Martial Archetype                     |
| Street Samurai |     4 |         +2 | AbilityScoreImprovement(1)            |
| Street Samurai |     5 |         +3 | MissedMe                              |

*** MissedMe
Use a reaction to automatically dodge any non-magical
projectile/explosion. Once per long rest.

*** Suppressive Fire
Gunslinger PathFeatures

Concentrated attack for 1 turn with an FA weapon. Spend FA
ammo. Movement becomes 1. All actions become reactions for anything
crossing the line of fire. Enemies in front and within 1 of the line
of fire have disadantage.


** Denzen

NOTE: You now get to attack twice per action.

| Archetype      | Level | Prof Bonus | ArchetypeFeatures                     |
|----------------+-------+------------+---------------------------------------|
| Bounty Hunter  |     1 |         +2 | Rage(1), Unarmored Defense, Dual Fire |
| Bounty Hunter  |     2 |         +2 | Reckless Attack, Danger Sense         |
| Bounty Hunter  |     3 |         +2 | Rage(2), Skilled Hunter, Primal Path  |
| Bounty Hunter  |     4 |         +2 | AbilityScoreImprovement(1)            |
| Bounty Hunter  |     5 |         +3 | Bonk                                  |

*** Bonk
Throw a non-leathal object at target to make them Incapacitated for 1
round. Target must get CON Save 15 + thrower's prof bonus. Once per
short rest.

*** Dual Fire
Fire similar weapons in each hand at same time at the same target for
+5 to the total roll.

*** Skilled Hunter
Gain advantage on all proficient skills when not in combat.
